Exemple #1
0
 // '' <summary>
 // '' Handles the user SwinGame.
 // '' </summary>
 // '' <remarks>
 // '' Reads key and mouse input and converts these into
 // '' actions for the game to perform. The actions
 // '' performed depend upon the state of the game.
 // '' </remarks>
 public static void HandleUserInput()
 {
     // Read incoming input events
     SwinGame.ProcessEvents();
     switch (CurrentState)
     {
         case GameState.ViewingMainMenu:
             MenuController.HandleMainMenuInput();
             break;
         case GameState.ViewingGameMenu:
             MenuController.HandleGameMenuInput();
             break;
         case GameState.AlteringSettings:
             MenuController.HandleSetupMenuInput();
             break;
         case GameState.Deploying:
             DeploymentController.HandleDeploymentInput();
             break;
         case GameState.Discovering:
             DiscoveryController.HandleDiscoveryInput();
             break;
         case GameState.EndingGame:
             EndingGameController.HandleEndOfGameInput();
             break;
         case GameState.ViewingHighScores:
             HighScoreController.HandleHighScoreInput();
             break;
     }
     UtilityFunctions.UpdateAnimations();
 }
Exemple #2
0
        public static void DrawAnimationSequence()
        {
            int i;

            for (i = 1; (i
                         <= (ANIMATION_CELLS * FRAMES_PER_CELL)); i++)
            {
                UtilityFunctions.UpdateAnimations();
                GameController.DrawScreen();
            }
        }
Exemple #3
0
        /// <summary>
        /// Handles the user SwinGame.
        /// </summary>
        /// <remarks>
        /// Reads key and mouse input and converts these into
        /// actions for the game to perform. The actions
        /// performed depend upon the state of the game.
        /// </remarks>
        public static void HandleUserInput()
        {
            // Read incoming input events
            SwinGame.ProcessEvents();

            switch (CurrentState)
            {
            case var @case when @case == GameState.ViewingMainMenu:
            {
                MenuController.HandleMainMenuInput();
                break;
            }

            case var case1 when case1 == GameState.ViewingGameMenu:
            {
                MenuController.HandleGameMenuInput();
                break;
            }

            case var case2 when case2 == GameState.AlteringSettings:
            {
                MenuController.HandleSetupMenuInput();
                break;
            }

            case var case3 when case3 == GameState.Deploying:
            {
                DeploymentController.HandleDeploymentInput();
                break;
            }

            case var case4 when case4 == GameState.Discovering:
            {
                DiscoveryController.HandleDiscoveryInput();
                break;
            }

            case var case5 when case5 == GameState.EndingGame:
            {
                EndingGameController.HandleEndOfGameInput();
                break;
            }

            case var case6 when case6 == GameState.ViewingHighScores:
            {
                HighScoreController.HandleHighScoreInput();
                break;
            }
            }

            UtilityFunctions.UpdateAnimations();
        }
        /// <summary>
        /// Handles the user SwinGame.
        /// </summary>
        /// <remarks>
        /// Reads key and mouse input and converts these into
        /// actions for the game to perform. The actions
        /// performed depend upon the state of the game.
        /// </remarks>
        public static void HandleUserInput()
        {
            //Read incoming input events
            SwinGame.ProcessEvents();

            if (CurrentState == GameState.ViewingMainMenu)
            {
                MenuController.HandleMainMenuInput();
            }
            else if (CurrentState == GameState.ViewingGameMenu)
            {
                MenuController.HandleGameMenuInput();
            }
            else if (CurrentState == GameState.AlteringSettings)
            {
                MenuController.HandleSetupMenuInput();
            }
            else if (CurrentState == GameState.Deploying)
            {
                DeploymentController.HandleDeploymentInput();
            }
            else if (CurrentState == GameState.Discovering)
            {
                DiscoveryController.HandleDiscoveryInput();
            }
            else if (CurrentState == GameState.EndingGame)
            {
                EndingGameController.HandleEndOfGameInput();
            }
            else if (CurrentState == GameState.ViewingHighScores)
            {
                HighScoreController.HandleHighScoreInput();
            }

            UtilityFunctions.UpdateAnimations();
        }